I just did one in my project.
I can send it to you.It works preaty well.
IrrLichtRPG - Erring Light
katoun, check your PMs-- i sent you one a while ago
meanwhile, I've been doing work for Natural Selection http://www.unknownworlds.com instead of working on IrrlichtRPG -- so, I'm not dead, but I'm also not around much-- sry guys.
I have a friend who needs to make a game for his graduate class, so I'm trying to convince him to use IrrRPG
meanwhile, I've been doing work for Natural Selection http://www.unknownworlds.com instead of working on IrrlichtRPG -- so, I'm not dead, but I'm also not around much-- sry guys.
I have a friend who needs to make a game for his graduate class, so I'm trying to convince him to use IrrRPG
a screen cap is worth 0x100000 DWORDS
I have risen from the grave once more, if but for a short time.
I updated IrrRPG to use the latest version of irrlicht (not a big difference on my side of things, just changing the .DLL to use and the path to link source and .lib files).
I've also worked on the networking code a little (I now handle world updates of any size-- previously it would freak out if it wasnt a multiple of 300 bytes), and called UpdateAbsolute in a couple of places to get rid of jittery movement/images.
The movement is still a little jittery because movement happens on key press events that are sent thru the network-- I'm currently working on a module called UserInputState that will replace the temporary input code and will allow the user to move forward/turn and perform a number of other actions all at the same time (this will get rid of jittery movement all together).
I also added in a 3rd person camera (vaguely WoW-like) for giggles.
No physics yet, but its coming.
And for those of you that care-- I've uploaded what I'm calling version 0.0.2 to my server http://technomagicum.net/projects/IrrLicht/RPG where you can download it as a 23MB file -- includes the 0.12.0 version of Irrlicht.
I updated IrrRPG to use the latest version of irrlicht (not a big difference on my side of things, just changing the .DLL to use and the path to link source and .lib files).
I've also worked on the networking code a little (I now handle world updates of any size-- previously it would freak out if it wasnt a multiple of 300 bytes), and called UpdateAbsolute in a couple of places to get rid of jittery movement/images.
The movement is still a little jittery because movement happens on key press events that are sent thru the network-- I'm currently working on a module called UserInputState that will replace the temporary input code and will allow the user to move forward/turn and perform a number of other actions all at the same time (this will get rid of jittery movement all together).
I also added in a 3rd person camera (vaguely WoW-like) for giggles.
No physics yet, but its coming.
And for those of you that care-- I've uploaded what I'm calling version 0.0.2 to my server http://technomagicum.net/projects/IrrLicht/RPG where you can download it as a 23MB file -- includes the 0.12.0 version of Irrlicht.
a screen cap is worth 0x100000 DWORDS
Okay, worked on IrrRPG some more this weekend. I reworked some networking, so its a little smoother now (and its ready to get some more work done, ie: prediction, to really make it nice).
I also started the DB code. UserAccountsManager will now create a DB file and initialize it with two hardcoded users. The server now checks client's username/pwds against the list in the database to see if they can log in.
This is only the next drop in the bucket for the user accounts system. I'll need to add a whole system of creating accounts, managing them on the server, etc., but this has a back seat priority to networking/physics.
I also started the DB code. UserAccountsManager will now create a DB file and initialize it with two hardcoded users. The server now checks client's username/pwds against the list in the database to see if they can log in.
This is only the next drop in the bucket for the user accounts system. I'll need to add a whole system of creating accounts, managing them on the server, etc., but this has a back seat priority to networking/physics.
a screen cap is worth 0x100000 DWORDS
I'm now actively working on physics. I have some small success (entity bounces off BSP level) but its not quite done and its certainly not clean and robust yet (so I wont be releasing it until it is). However, you can follow my progress on this thread: http://ox.slug.louisville.edu/~o0lozi01 ... ?p=821#821
a screen cap is worth 0x100000 DWORDS
I've definately hit the milestone of starting physics.
I've got an entity sliding around in a BSP room, and for kicks theres also a ITerrainSceneNode you can get to outside (if you float up and out) which you can also collide with. I've got some realistic gravity feel going on (the scale of my objects and forces is about where I want them to be for good) and I've worked with Olex of the OPAL project to come up with a new Motor for their system which helps get the results I'm looking for-- this will be released in the next version of OPAL (my code has the functionality hacked in until that time).
Its definately going to require more work setting up trigger areas, restricting objects to only move when touching a ground surface, implementing 'jump', optimizing in relation with the network API, and finalizing a clean/robust code structure.. but the groundwork has been laid.
I'm not going to upload a version until I get some more work done unless specifically asked, since code is rapidly changing right now. Also, I'd like to start getting support for more IDEs in there (or at least a gcc/mingw Makefile) soon. I'm thinking Code::Blocks looks nice.
I've got an entity sliding around in a BSP room, and for kicks theres also a ITerrainSceneNode you can get to outside (if you float up and out) which you can also collide with. I've got some realistic gravity feel going on (the scale of my objects and forces is about where I want them to be for good) and I've worked with Olex of the OPAL project to come up with a new Motor for their system which helps get the results I'm looking for-- this will be released in the next version of OPAL (my code has the functionality hacked in until that time).
Its definately going to require more work setting up trigger areas, restricting objects to only move when touching a ground surface, implementing 'jump', optimizing in relation with the network API, and finalizing a clean/robust code structure.. but the groundwork has been laid.
I'm not going to upload a version until I get some more work done unless specifically asked, since code is rapidly changing right now. Also, I'd like to start getting support for more IDEs in there (or at least a gcc/mingw Makefile) soon. I'm thinking Code::Blocks looks nice.
a screen cap is worth 0x100000 DWORDS
VS 2005
I ran the conversion utility in VS 2005 to convert the VS v7 project file. The conversion works ok but the source code for the project does not compile. It complains that "hash" is not part of "std".
Most likely it's just located in a different namespace now. Later this evening, I'm going to see if I can go through the code and fix it to compile under VS 2005. If I am successful I will post the changes needed for a VS 2005 project.
Update:
Hash is not part of the official STD however I found it in the stdext namespace in VS 2005.
To compile the project under VS 2005 do a global search and replace for std::hash_map and replace it with stdext::hash_map
Most likely it's just located in a different namespace now. Later this evening, I'm going to see if I can go through the code and fix it to compile under VS 2005. If I am successful I will post the changes needed for a VS 2005 project.
Update:
Hash is not part of the official STD however I found it in the stdext namespace in VS 2005.
To compile the project under VS 2005 do a global search and replace for std::hash_map and replace it with stdext::hash_map